Infantry technology

This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for
1.5.

The Infantry technologyresearch tree unlocks new infantry equipment, motorized equipment, and mechanized equipment, as well as enabling and improving special forces infantry and improving infantry and cavalry performance as a whole.

Infantry research tree

Contents

Representing an infantryman's standard kit of tools and weapons, Infantry Equipment is the basis of any army. The 1918 Basic Infantry Equipment is available for every nation, while all majors and many minors have the 1936 Weapons I researched. There are a total of four increasingly more advanced types of infantry equipment.

Icon (generic)

Technology

Year

Base cost

Prerequisites

Description

Statistics

Basic Infantry equipment

1918

Auto. unlocked

Basic infantryman equipment developed before and during the Great War.

2

Defense:20.0

Breakthrough: 2.0

Soft attack:3.0

Hard attack: 0.5

Max Speed:4.0 km/h

Piercing:1.0

Reliability:90.0%

Production Cost:0.4

Unlocks

Infantry

Manpower:1000

Training time:90

Recovery Rate:0.30

Supply use:0.07

Suppression:1.0

Organization:60

HP:25.0

Weight:0.5

Infantry Equipment I

1936

150 days

Basic Infantry equipment

Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs.

2

Defense:22.0

Breakthrough:3.0

Soft attack:6.0

Hard attack:1.0

Max Speed:4.0 km/h

Piercing:4.0

Reliability:90.0%

Production Cost:0.5

Improved Infantry Equipment I

1938

150 days

Infantry Equipment I

Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.

Upgrades

Soft attack:

+5%

Soft attack:

+5%

Infantry Equipment II

1939

200 days

Improved Infantry Equipment I

Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Modernized to include a great number of sub-machineguns and anti-tank rifles.

3

Defense:28.0

Breakthrough:4.0

Soft attack:9.0

Hard attack:1.5

Max Speed:4.0 km/h

Piercing:5.0

Reliability:90.0%

Production Cost:0.6

Improved Infantry Equipment II

1940

200 days

Infantry Equipment II

Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.

Upgrades

Soft attack:

+5%

Soft attack:

+5%

Infantry Anti-Tank I

1942

150 days

Infantry Equipment II

Arming our infantry with anti-tank rifles will allow them to take out lighter armored vehicles while maintaining mobility.

Upgrades

Hard attack:

+25%

Piercing

+100%

Infantry Anti-Tank II

1943

150 days

Infantry Anti-Tank I

For infantry to effectively engage heavier armored units, high-explosive anti-tank weapons need to be made smaller and lighter.

Upgrades

Hard attack:

+25%

Piercing

+100%

Infantry Equipment III

1942

200 days

Improved Infantry Equipment II

Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Further modernized to include personal Assault Rifles and anti-tank rockets.

4

Defense:34.0

Breakthrough:5.0

Soft attack:12.0

Hard attack:2.0

Max Speed:4.0 km/h

Piercing:10.0

Reliability:80.0%

Production Cost:0.7

Improved InfantryEquipment III

1944

150 days

Infantry Equipment III

Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Further Modernized to include personal Assault Rifles and anti-tank rockets. Improved availability of weapons previously distributed to a limited extent.

Night vision equipment allows soldiers to see even in the dark, offsetting some of the -50% penalty that units receive when fighting at night and giving an edge over enemies who do not have such equipment.

Being able to see the enemy without being seen is key to night operations. With the invention of infra-red technology, we can outfit our army with devices which, though unwieldy, make this possible.

Global stats

Land Night Attack:

+10%

Night Vision II

1946

200 days

Early infra-red scopes, although initially intended for use by snipers, had a limited vision range. As both the portability and vision improves, these devices can be used by more troops operating at night.

Motorized infantry is a somewhat harder and much faster version of infantry, but is more expensive and less reliable. It represents infantry outfitted with unarmored or lightly armored vehicles (Jeeps, trucks, etc.). It provides infantry with more strategic (getting to the front lines) and operational (moving along the lines) mobility and is suitable to accompany armored forces.

Motorized technology enables research of Mechanized Infantry that uses increasingly advanced armored personnel carriers and infantry fighting vehicles (e.g., half-tracks). These are much more expensive than Motorized, and initially slower, but provide higher attack, armor and hardness, with much greater tactical mobility (moving under fire, i.e., the "breakthrough" stat). Mechanized Infantry should be upgraded to keep pace with the faster advanced tanks. Mechanized Infantry lacking tanks is better as a defensive fire brigade than an assault force (except against relatively weak opposition that it can outpace and overrun). As a general rule, mechanized infantry are best used with armored forces.

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Technology

Year

Base cost

Prerequisites

Description

Statistics

Motorized

1936

200 days

Motorizing infantry is the first stage to mechanizing an army. Civilian trucks are readily adapted to military uses of transporting soldiers, towing guns, and carrying equipment and supplies. This greatly increases the strategic mobility of infantry units, which would otherwise rely on marching.

111

Hardness:10.0%

Max Speed:12.0 km/h

Reliability:80.0%

Production Cost:2.5

Unlocks

Motorized Infantry

Manpower:1200

Training time:90

Recovery Rate:0.30

Supply use:0.11

Suppression:1.0

Organization:60

HP:25.0

Weight:0.7

Motorized Rocket Artillery

1939

150 days

Motorized

Multiple rocket launchers such as these deliver explosives to a target area more quickly than conventional artillery, but with lower accuracy and requiring a longer time to reload. Being mounted on trucks, this version is able to launch attacks and change positions before the enemy can return fire.

111

Defense:15.0

Breakthrough:12.0

Soft Attack:36.0

Hard Attack:1.0

Piercing:2.0

Reliability:80.0%

Production Cost:12.0

Unlocks

Motorized Rocket Artillery

Manpower:500

Training time:120

Recovery Rate:0.10

Supply use:0.28

HP:0.6

Weight:0.5

Mechanized Equipment I

1940

200 days

Motorized

Mechanized infantry is infantry equipped with armored personnel carriers (APCs) or infantry fighting vehicles (IFVs) for transport and combat. Mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of protection from hostile fire, as opposed to soft-skinned wheeled vehicles (trucks or jeeps) for motorized infantry.

211

Defense:26.0

Breakthrough:4.0

Hardness:50.0%

Max Speed:8.0 km/h

Armor:10.0

Piercing:11.0

Reliability:80.0%

Production Cost:8.0

Upgrades

Hardness:

+100%

Mechanized Equipment II

1942

200 days

Mechanized Equipment I

Mechanized infantry is infantry equipped with armored personnel carriers (APCs) or infantry fighting vehicles (IFVs) for transport and combat. Mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of protection from hostile fire, as opposed to soft-skinned wheeled vehicles (trucks or jeeps) for motorized infantry.

311

Defense:30.0

Breakthrough:5.0

Hardness:60.0%

Max Speed:10.0 km/h

Armor:15.0

Piercing:16.0

Reliability:80.0%

Production Cost:10.0

Mechanized Equipment III

1944

300 days

Mechanized Equipment II

Mechanized infantry is infantry equipped with armored personnel carriers (APCs) or infantry fighting vehicles (IFVs) for transport and combat. Mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of protection from hostile fire, as opposed to soft-skinned wheeled vehicles (trucks or jeeps) for motorized infantry.

In addition to regular, motorized, and mechanized infantry, there are three specialized infantry types (Marines, Mountaineers, and Paratroopers) that are useful in specific situations. They require standard infantry equipment.

These three types of specialized infantry types are known as Special Forces or SF (not to be confused with the army doctrine Superior Firepower). Special Forces have a Battalion cap for each country. This cap is the greater of either 24 battalions or 5% of your total battalions (excluding SF battalions) making up the rest of your divisions. Divisions cannot be changed, trained, given a different template or have their template adjusted if that would result in exceeding the SF cap. To increase the 24 SF battalion cap, you would have to exceed the 480 non-SF battalion breakeven point by 20 for each additional SF battalion. For example, you would need 500 non-SF battalions for 25 SF battalions, 520 non-SF battalions for 26 SF battalions, 540 non-SF battalions for 27 SF battalions, etc.

Marines are specialized infantry trained to engage in wet terrain and perform amphibious invasions. They receive +30.0% attack in marshes, +40.0% attack when fighting over rivers, and +50.0% attack when engaging enemies during amphibious landings. Marine Divisions are very effective when supported by Engineer Companies.

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Technology

Year

Base cost

Prerequisites

Description

Statistics

Marines I

1936

200 days

Troops specializing in amphibious warfare are growing ever more indispensable. Improvised methods and equipment become things of the past as our naval infantry is supported by specialized landing craft and training.

Unlocks

Marines

Manpower:1000

Training time:120

Recovery Rate:0.40

Breakthrough:0.3

Supply use:0.06

Suppression:1.0

Organization:70

HP:20.0

Weight:0.5

Marines II

1939

150 days

Marines I

Amphibious warfare requires constant innovation. Improved logistical support and portable harbors can enable our marines to perform landings that may otherwise have been impossible.

Upgrades

Soft attack:

+5%

Organization:

+5

Marines III

1943

200 days

Marines II

Marines can be more than just amphibious infantry. In the future, our marine corps will be among the most disciplined and organized special forces.

Mountaineers are specialized infantry that excel in maneuvering through and engaging in rough terrain. They receive +10.0% movement, +20.0% attack, and +5.0% defense in hills and +20.0% movement, 35.0% attack, and 10.0% defense in mountains.

Icon (generic)

Technology

Year

Base cost

Prerequisites

Description

Statistics

Mountain Infantry I

1936

200 days

Combat in mountain ranges exposes troops to many perils, but sometimes cannot be avoided. We can minimize these risks by providing our soldiers with specialized training for this environment.

Unlocks

Mountaineers

Manpower:1000

Training time:120

Recovery Rate:0.40

Breakthrough:0.3

Supply use:0.07

Suppression:1.0

Organization:70

HP:20.0

Weight:0.5

Mountain Infantry II

1939

150 days

Mountain Infantry I

Going beyond survival, our forces can be trained to use mountains to their advantage. With light equipment and mule transports, they can maneuver in this terrain better than other infantry.

Upgrades

Soft attack:

+5%

Organization:

+5

Mountain Infantry III

1943

200 days

Mountain Infantry II

Preparing for the most arduous mountain missions in high altitudes and low temperatures will require extraordinary training and discipline from our mountain troops.

While they take longer to train and only have slightly better stats than normal Infantry, Paratroopers are the only type of unit that can be paradropped into the field, which they do via transport plane. This allows them to perform operations behind enemy lines and in locations where other units cannot easily reach. The AI will use paratroopers in battle, but never uses them for paradrops.

Icon (generic)

Technology

Year

Base cost

Prerequisites

Description

Statistics

Paratroopers I

1936

200 days

By incorporating airborne forces into our army, we can make forced entries and position key troops in previously inaccessible areas, allowing for new tactical opportunities.

Unlocks

Paratroopers

Manpower:1000

Training time:150

Recovery Rate:0.40

Supply use:0.06

Suppression:1.0

Organization:70

HP:22.0

Weight:0.5

Paratroopers II

1939

150 days

Paratroopers I

Transitioning from small operations with only a few paratroopers to larger airborne divisions paves way for massive airborne landings, taking these forces beyond a novelty to a natural part of warfare.

Upgrades

Soft attack:

+5%

Organization:

+5

Paratroopers III

1943

200 days

Paratroops II

Learning to adapt paradrop operations according to weather, standardizing equipment such as jump boots and extended specialized training will minimize the confusion and risks involved in these dangerous missions.

Special forces (marines, mountaineers, paratroopers) are trained and equipped for conditions that ordinary soldiers aren’t expected to excel in. The first tech will give them a boost to acclimatization speed. Afterwards, the tree splits. One option is to train your special forces harder, to improve their skills and their ability to fight for longer before having to be resupplied. The other option is to expand the special forces training programs to accept more recruits. Your special forces will be more numerous, but come with more drag and not quite as high speed. In the end though, they will still be elite forces and will be able to develop training to make them even more skilled in fighting in the harshest of conditions. Note: The maximum quantity of special forces is capped at 24 units or 5% of your fielded regular battalions (this limit can be increased by unlocking the Expanded Special Forces Program technology).

Special Forces research tree

Icon (generic)

Technology

Year

Base cost

Prerequisites

Description

Statistics

Special Forces

1938

200 days

Unconventional fighting requires specialist training. We need to ensure that our troops are prepared and able to adapt to harsh conditions.

Upgrades

Hot Acclimatization gain factor:+5%

Cold Acclimatization gain factor:+5%

Advanced Special Forces Training

1940

200 days

Special Forces

With extensive training, we can ensure that our special forces will be able to perform above and beyond that of normal men. Mutually exclusive with Expanded Special Forces Program.

Upgrades

Division Training Time:+10%

Defense:

+5%

Organization:

+5

Extreme Environment Training

1942

200 days

Advanced Special Forces Training

We need to be able to fight in the harshest of environments. With the right training and equipment, our troops will be able to fight in the most extreme conditions.

Upgrades

Division Training Time:+10%

Supply Grace:+48 hr

Hot Acclimatization gain factor:+50%

Cold Acclimatization gain factor:+50%

Expanded Special Forces Program

1940

200 days

Special Forces

Special forces are able to perform missions that ordinary soldiers can not. We need to expand the training program to get more of our soldiers qualified. Mutually exclusive with Advanced Special Forces Training.

Upgrades

Capacity Multiplier:+5%

Division Training Time:-10%

Survival Training

1942

200 days

Expanded Special Forces Program

Our special forces will often fight behind enemy lines and in short supply. We need to train them to endure harsh weather and fight with limited supplies.

Upgrades

Hot Acclimatization gain factor:+20%

Cold Acclimatization gain factor:+20%

Out of Supply:-10%

Elite Forces

1944

200 days

Survival Training

Only the best of the best will become special forces. The soldiers that make it through the training will be stronger. faster, and fight harder than anyone else.